Tag: nature

  • We are data mines

    We are data mines

    Brands, research institutes and related companies are mining our own species for data. The everyday human is consciously and unconsciously being used as an instrument in the branding and information machine, reproducing a “consensual hallucination” in which data may be visualised, heard and felt (Stone 1991: unknown page). Stone uses this term to refer to virtual reality, however it seems easily applicable to our current state of existence.

    The kinds of brands we wear say something about who we are, making our purchases identity signifiers and constructors of specific kinds of bodies. The placement of brands on bodies by wearers becomes a source of information. They become social, cultural and economic indicators.

    Combined with this, our behaviour, interactions, the content we produce, the calls we make and texts we send add to our position as data mines. The body and the mind continue to be framed as independent operators with aspects that can be isolated for closer inspection, in the name of better customer experience or getting to know what the consumer wants, often before we even know what we want.

    Even the devices we use to engage with the virtual are produced by the interfaces and programs designed by brands, curating specific experiences and imagined futures. People often take these devices and applications and construct their own uses for them, sometimes redirecting their intended purpose, but always limited by the parameters set out in code and hardware.

    Companies are using location data, watching where and how we conduct ourselves. Brands no longer need to interact with our physical presence to collect this information. The coded you is all that matters, and this is the data that is increasingly being mined by companies to predict trends and create campaigns. The Facebook-Cambridge Analytica scandal is a recent moment that highlights the reality of this, affecting 87 million users.

    An image of you already exists through tags, internet searches, information uploaded on apps and GPS locations. Our digital footprints and the traces we leave in virtual space are being woven together by brands, resulting in a frightening, generic yet familiar reflection of ourselves being presented back to us. How is it that adverts that pop up online are able to be connected to the conversation I had with a friend over the phone? Is this coded, simulated version of me that is constructed through my digital footprint infiltrating my consciousness to tell future me what I should purchase and how I should interact?

    The body and the mind create data, and the way in which this data is mined and the way in which this information is used is threatening the future of the biological human body. The boundaries between technology and nature continue to collapse, and the information from the body is being used to find ways to correct its imperfections and fragilities, removing its nature from its future. Info about the mind is preserved to keep some form of humanity, while trying to create artificial bodies that can house this information.

    “The illusion will be so powerful you won’t be able to tell what’s real and what’s not” – Steve Williams

    Stone (1991) mentioned that it is interesting that at a time when the last of the “real world” anthropological field sites are disappearing, a new kind of field opened up. That of the online field – a space where meeting face-to-face has mutated definitions of “meet” and “face” (1991: unknown page). She highlights how these spaces have sped up the collapsing of the boundaries between nature and technology, biology and the machine, the natural and the artificial, as explained by posthuman theorists. These spaces are part of new social forms which she describes as virtual systems (Stone 1991: unknown page).

    Stone presents an example of the power of these coded spaces and the new forms of interaction they have engendered through the story of Julie. Julie was an older disabled woman at a online conference in New York in 1985 who operated her computer with a headstick. The personality she projected online was huge, creating computer-mediated connections with people online who viewed her as a friend to confide in about intimate information. Here, her disability was invisible and irrelevant. Years after the online conference participants found out that Julie did not exist. Turns out “she” was a middle aged male psychiatrist who had spent weeks creating a believable persona. Accidentally starting up a conversation with a woman who mistook him for a woman when logged on to the conference, he was entranced by the vulnerability, complexity and openness that these women expressed online. Once the real life truth behind Julie was exposed, the women who had confided in her expressed various levels of anger and hurt from this trickery. While this story comes across as a triggering and chaotic episode of MTV’s Catfish, it points to a dimension outside of the transformed nature of deceit, ethics and risk. This dimension is the beginning of an un-embodied existence.

    Stone’s paper Will the real body please stand up (1991), among other discussions, highlights how the internet, virtual reality and machines have mutated concepts like distance, inside/outside, and even the physical body, emphasising how these concepts are increasingly taking on “new and frequently disturbing meanings”. The story reveals how the coded persona can take on a life of its own, creating new forms of interaction within this virtual dispensation. What is more striking is how this demonstrates how the discursive and visual dynamics of these digitally constructed spaces make grounding a person in a physical human body meaningless (Stone 1991). If interaction and relationships can form without the necessity of the human body, and the fact that all that we do and all that we are is treated as data, then the idea of existing without the biological human body does not seem like such a far-fetched idea.

    A life produced. A life un-embodied.

    “If anything can be ‘produced’ then it can no longer be accepted as a fact of nature” (Stone 1991: unknown page).

    From the construction of personas and interactions mediated by computers to being viewed as data, all of this connects to the idea presented by transhumanists – the idea that the mind can exist and function properly independent of the human body (Bostrom 2003). Transhumanists cling dearly to this idea of substrate-independence. This arises from framing the mind as information that can be uploaded and transferred between hosts provided that they have the computational power to do this. This reference to “mental states [being able to] supervene on any of a broad class of physical substrates” has been adopted by biomedical and technological researchers and developers. Overtime there have been companies and institutes gearing towards the creation of computational structures and processes for artificial “bodies” that will be able to host the conscious experiences of the mind.

    The context within which these developments take place are that of environmental destruction, disease, wanting to live longer and the desire to see how far we can push science and technology.

    Reflections on the ways in which we have accelerated negative environmental scenarios, combined with desires to live longer and eliminate diseases and genetic “malfunctions”, has led to biotechnologists, geneticists, biochemists and businessmen using these visions of a dystopian future to brand risky enhancements, artificial bodies, and their ideas for a new phase in humanity as beneficial, necessary and inevitable. Geneticist and businessman Craig Venter is well-known for mapping the first human genome in 2000, for his synthetic genome experiments as well as for emphasising how we must manipulate our genes in order to survive. He has recently taken it upon himself to decode death, believing that he is able to discover diseases dormant in seemingly healthy individuals. People can pay for these genetic tests at Human Longevity, where Venter is the executive chairman and head of scientific strategy. This health firm aims to stay ahead of illness and aging, and is described by Venter as a company that is a “good detective…making discoveries, not diagnoses”. Again we see how data collection is conveniently marketed as a necessary preemptive measure, but with genetic manipulation the end goal – reconstructing the very blueprint of the biological human body.

    Venter is not the only one looking to edit and rewrite the human genome, with researchers discovering CRISPR Cas9, a programmable modular complex that can be directed to target and cut specified DNA sequences, allowing for the possibility of repurposing different kinds of cells, editing the genome.

    The above are painted as positive mutations, either masking the companies backing this research, or presenting the companies as good fairies. These enhancements and adjustments are branded in the same way one would brand products, with an emphasis on how they can benefit people now and how they should be viewed as investments for the future.

    Taking this a step further, there have been predictions that the earth will be uninhabitable for humans and most other life forms in their current state by the year 2045. David Russel Schilling wrote in a 2016 article that “The only hope for humans to survive is to create robots that don’t need oxygen or fresh water to survive. Over the next three decades, technology will likely allow robots and the human mind to merge”. With this prediction, groups of humans who are able to afford these procedures will live in a post human era.

    The 2045 Strategic Social Initiative has put together a manifesto and videos, highlighting the need for these artificial bodies and the transferring of human consciousness, framing this as an improvement on human life.

    “People will make independent decisions about the extension of their lives and the possibilities for personal development in a new body after the resources of the biological body have been exhausted…Using a neural-interface humans will be able to operate several bodies of various forms and sizes remotely”

    This quote demonstrates a kind of cybernetic immortality, which is visualised and being funded by businessmen such as Russia’s Dmitry Itskov.  Here we see agency being used as a branding tool, pointing to the possibility of curating ones own experiences through these “bodies”. We may soon have to imagine a life where we choose the service provider of our artificial tool to experience the world, whether this be a computer, a body that attempts to mimic the human body as we know it today or some other kind of extended, produced body. It could be as simple as a paying for a cellphone contract today.

    It is the year 2060. The chronological destination for the new humanity. We have managed to figure out a way to unfreeze and bring back to life those who chose cryogenic freezing. Research teams have developed multiple models that can be used as portable and moveable bodies for those who wish to experience the world through those of their ancestors. AI creatures are our friends and everything is downloadable, uploadable and transferrable, including our very personas. The use of the word human now references the second last being on the well-known evolutionary diagram. Looking for a body is like creating a Sim, with less emphasis on hair, eyes, or skin but on computational ability, processing power and minimal disruptions.

    The dystopian future is being used as a branding tool, justifying the use of people today and possible artificial bodies of the future as data mines. These artificial bodies will still be operated through the parameters set out by the companies that design and develop them, continuing the thread that we can be used as data mines.

    Considering that this research is being conducted within a specific social, cultural and geopolitical moment, these technologies will carry traces of how we frame ideas related to  betterment, enhancement and enjoyable ways to live in the world established today. More specifically, they will preserve the agendas of the companies and research institutes developing these technologies today, and the lineage they will create in this future.

    Regardless of how transhumanists try to frame our future selves, it cannot escape from the fact that researchers funded by companies are the ones who will propel us into this human-engineered phase of evolution. When reading between the lines, this is a kind of escapism. An escape from disease, age, death, politics and other fragilities that come with the current human existence. It is about making these constructed fantasies more than an experience with an Oculus, but one in which we live. A hyperreal, consensual hallucination that is built on data to be collated and uploaded for a transhuman future.

    References

    Bostrom, N. (2003). “Are you living in a computer simulation?”

    “Cybernetic Immortality”: How to live forever as a robot

    Debord, G. (1967). The Society of the Spectacle

    Facebook scandal hit ’87 million users’

    Genome Pioneer Craig Venter is trying to decode death

    Stone, A. R. (1991), “Will the Real Body Please Stand Up?” in Cyberspace: First Steps. (ed.) Benedikt, M.

    The Way to Survive in 2045 May Be In Artificial Bodies

    What if we could rewrite the human genome?

    With Privacy Changes, Instagram Upsets Influencer Economy

    Credits

    Concept & Research Paper: Christa Dee

    Photography: Jamal Nxedlana & Lex Trickett

    Creative Direction: Jamal Nxedlana

    MUA: Orli Oh 

    3D rendering: Lex Trickett

    Product Design: Chloe Hugo Hamman

    Research Assistant: Marcia Elizabeth

  • Virtual worlds and their potential to affect real life attitudes towards environmental concerns

    Virtual worlds and their potential to affect real life attitudes towards environmental concerns

    Every fantasy world needs carefully-crafted environments for characters to roam. The art of envisioning a world that does not exist, and then making it appear real. It draws on the ability to understand movement, as well as how people, nature and man-made elements interact with each other in real life.

    Image from The Longest Journey

    In thinking about the creation of virtual worlds, specifically game worlds, Matt Barton (2008) makes an attempt to draw out the importance of simulating real-life weather conditions. Making players believe they are immersed in a coherent virtual world is a goal for the gaming industry, with new games in competition with previous versions of themselves to be able to render and compute changes in real time. However, there is a point that Barton makes in his paper How’s the Weather: Simulating Weather in Virtual Environments that goes beyond the idea of making the illusion of the game increasingly believable and making the screen or game world transparent. He suggests that game worlds offer the potential to effect or construct “players” perceptions of ecological concepts (Barton 2008: unknown page). It is contemplate of how games that are marketed for recreational purposes can present the possibility for ecological awareness related to real life environmental issues or concerns.

    Realistically portraying the effects of winds, clouds, rain, etc. creates the illusion of the game as a “living, dynamic, navigable space – in other words, an ecosphere”. This allows for the transformation of a game surface into a game world.

    Barton argues that it is important to view weather simulation in games as more than just ambiance, and that in these virtual worlds weather conditions having an effect on the landscape and game play can translate to real life shifts in awareness.

    Image from Metro: Last Night

    Having an effect on game play, or the way in which a player is able to move and interact in the game world, means that the player needs to take note of the weather and the way their actions affect and are affected by it. This attentiveness can be translated into the real world.In a world where the ubiquity of games is well-known, and the concerns about global warming and other forms of environmental damage of great concern, could the environmental concept art of games provide an avenue for understanding and connecting to nature once again?

    “Weather simply plays too important of a role in the real world to be ignored in virtual ones, particularly those that strive for realism-cinematic or otherwise. Perhaps we will also eventually see games taking a more environmentally responsible approach to representing weather-one imagines game worlds in which a player’s negligence could lead to acid rain and deadly global warming.”

    Image from Batman Arkham Knight
    Image from Final Fantasy XV
  • OH OK releases its latest lookbook, ‘Mellow Yellow’

    OH OK releases its latest lookbook, ‘Mellow Yellow’

    Yellow. The colour of sunshine, warmth, happiness and OH OK‘s Summer collection. This is what makes the title for the lookbook – ‘Mellow Yellow’ – so fitting. Although the label is still in its infancy stage, having only launched last year, they are running full steam ahead with their designs. Similar to the garments featured in their debut lookbook ‘Orange‘ released in September 2017, their new collection includes simple everyday items with an emphasis on comfort. The minimalist designs of the collection play off the larger than life mountainous landscape and the youthful models encapsulate everything that OH OK sets out to represent – a brand made for young people.

    Various locations in Cape Town served as the backdrop for ‘Mellow Yellow’, creating a narrative around these picturesque views. The intimacy presented in ‘Orange’, which was translated through photographing people in their homes, is carried through in the photographic effects and compositional choices present in the new lookbook images. This triggers memories of hanging out with friends and family on a Sunday afternoon. The inclusion of landscape shots within the lookbook points to the construction of a narrative, and mimics the way in which some memories appear in our minds – as snapshots of faces and powerful scenery.Skillfully captured by the lens of David East, the overall look for ‘Mellow Yellow’ appears slightly different to his other work – the documentation of compositionally sound and strikingly beautiful architectural imagery and natural landscapes. Here we are met with foci on humans, with nature playing a complementary role in the storyline.

    Two fresh-faced models whose looks play off one another are embedded in the natural landscape. They face the viewer in a subtle rebellion, the image is blown out by the sun kissing one of the model’s shoulders. Even though the image has a blown out aspect it is not unappealing. It conveys a cheeky mood and the nature of film softens the blow.In addition to the feelings of nostalgia these images evoke, the pairing of models, the softness of film and lost information in the images creates a mysterious absence in sections. This lost information, sometimes associated with film, does not take away from the images. It enhances them.

    Crisp and clean. A mirror into the souls of youth and an aesthetically appealing lookbook is what is brought to light. The combination of yellow clothing against the green and blue colours of nature elevates the brand’s designs. This lookbook is vivid with life, budding with youth and will make you dream about Summer days.

    Credits:
    Photography by David East
    Concept by OH OK
    Models: Erin Simon, Devon Massey, JQ du Toit, Lara Simon, Lucas Botes and Willow Borain.

    All clothing made in Cape Town, South Africa
    All clothing available for purchase at www.oh-ok-worldwide.myshopify.com  –  Worldwide delivery